#pragma kernel CS_CopyDepth COPY_DEPTH #define DEPTH_COPY_WORKGROUP 16 #ifdef COPY_DEPTH float2 Resolution; Texture2D _CameraDepthTexture; RWTexture2D _DepthOUT; [numthreads(DEPTH_COPY_WORKGROUP, DEPTH_COPY_WORKGROUP, 1)] void CS_CopyDepth(uint3 id : SV_DispatchThreadID) { if (any(float2(id.xy) > Resolution)) { return; } float sceneDepth = _CameraDepthTexture.Load(int3(id.xy, 0)); #if !UNITY_REVERSED_Z sceneDepth = 1.0 - sceneDepth; #endif _DepthOUT[id.xy] = sceneDepth; } #endif